There is no special flow for Unity clients.Make a plugin (start with simple one: e.g. log OnRaiseEvent calls to file)Build itConfigure itStart serverConnect client to server (e.g. connect from Unity Editor)See plugin in action

i will connect my unity editor to my photon server.it will connect to master, game server , and it will create a room but nothing will happen in my text file.and i just confused with your plugin manual's page.so so so confusing.as there is no simple plugin app tutorial from scrach.so can u help me to work with plugins?

so according to photon plugins manual when clients calls createRoom the OnCreateGame callback should be call in plugin.

OnCreateGame(ICreateGameCallInfo info)Precondition: client called OpCreateRoom or OpJoinOrCreateRoom or OpJoinRoom and room cannot be found in Photon Servers memory.

in my plugin codes i used OnCreateGame(ICreateGameCallInfo info) . and in the body i just used pluginhost.loginfo("somethin happend").but never get a log in GSGame.log .i just get a plugin created log when i join a room.so can u help to print a little log for this plugin.i don't want big thing.and please answer my question a little bit faster.

well in time 5:40 AM the magic things happend.i just created a new ptoject in unity and import again pun.and after writing my client code for unity withought changing the plugin codes when i start my unity editor it connect to server and when i look at my GSGame.log window,i got stunned. O_O

We are sorry, but nobody promissed realtime support. One business day is common practice.

As to your question about plugin. Without logs it is difficutl to say anything. Please enable debug logging for LoadBalancing. you may do this by changing appropriate log4net.config. Also you may use logging from plugin, not you hack. just write something like PhotonHost.LogError(....) from OnCreateGame hook and you will see this log in log file Plugin.log

Sorry, I cannot help you here. From the log you have sent, I see that player was removed from the game because his TTL expired. This means that the player has disconnected already. There are a few reasons for an unexpected disconnect. They all are related to protocol violations. Either message is too big, or wrong format of the message. Please check your native logs to see what is wrong. They might have a hint. Native logs are located in bin_Win64/logs folder

hi @chvetsov ,thank for the reply. I got the issue this is happening because of my playerttl and emptyroomttl. This is for all:if you are closing the app and trying again to create the room. and your playerttl and emptyroomttl is set to some value then, Once you join new room and your old room remove you once your time is complete. This removal is from old room. Please cross if anyone have same issue. Look for room name.